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Revision 1.98 by root, Sat Mar 17 22:11:22 2007 UTC vs.
Revision 1.179 by root, Fri Dec 18 21:25:27 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 32
48/* 33sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 34
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 73 * by the caller.
139 */ 74 */
140int 75int
141blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 77{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 79 * have already checked this.
148 */ 80 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 82 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 84 return 1;
153 } 85 }
154 86
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 88
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
161 91
162 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 94 * things we need to do for players.
165 */ 95 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 97 return 0;
168 98
169 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
175 */ 105 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 107 return 0;
178 108
179 if (ob->head != NULL)
180 ob = ob->head; 109 ob = ob->head_ ();
181 110
182 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
186 */ 115 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 117 {
189 118 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 119 {
193 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
195 * pass through this space. 122 return 1;
196 */ 123 else
197 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
198 { 127 {
199 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
200 return 1; 132 return 1;
201 else 133 }
202 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
203 } 143 }
204 else 144 else
205 { 145 return 1; // unconditional block
206 /* In this case, the player must not have the object - 146
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 147 } else {
216 { 148 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
219 * movement, can't move here. 151
220 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 153 && tmp->head_ () != ob
222 */ 154 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR)
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 156 return 1;
228 } 157 }
229
230 } 158 }
159
231 return 0; 160 return 0;
232} 161}
233 162
234/* 163/*
235 * Returns true if the given object can't fit in the given spot. 164 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 165 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 166 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 167 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 168 * object and makes sure they can be inserted.
240 * 169 *
241 * While this doesn't call out of map, the get_map_flags does. 170 * While this doesn't call out of map, the get_map_flags does.
242 * 171 *
243 * This function has been used to deprecate arch_out_of_map - 172 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 173 * this function also does that check, and since in most cases,
255 * 184 *
256 * Note this used to be arch_blocked, but with new movement 185 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 186 * code, we need to have actual object to check its move_type
258 * against the move_block values. 187 * against the move_block values.
259 */ 188 */
260int 189bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 190object::blocked (maptile *m, int x, int y) const
262{ 191{
263 archetype *tmp; 192 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 193 {
194 mapxy pos (m, x + tmp->x, y + tmp->y);
277 195
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 196 if (!pos.normalise ())
279 { 197 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 198
282 if (flag & P_OUT_OF_MAP) 199 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 200
284 if (flag & P_IS_ALIVE) 201 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 202 return 1;
286 203
287 mapspace &ms = m1->at (sx, sy); 204 /* However, often ob doesn't have any move type
288 205 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 206 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 207 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 208 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 209 continue;
296 210
297 /* Note it is intentional that we check ob - the movement type of the 211 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 212 * head of the object should correspond for the entire object.
299 */ 213 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 214 if (ms.blocks (move_type))
301 return P_NO_PASS; 215 return 1;
302 } 216 }
303 217
304 return 0; 218 return 0;
305} 219}
306 220
307/* When the map is loaded, load_object does not actually insert objects 221//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 222
335void 223void
336maptile::set_object_flag (int flag, int value) 224maptile::set_object_flag (int flag, int value)
337{ 225{
338 if (!spaces) 226 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 229 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 230 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 231 tmp->flag [flag] = value;
344} 232}
345 233
234void
235maptile::post_load_original ()
236{
237 if (!spaces)
238 return;
239
240 set_object_flag (FLAG_OBJ_ORIGINAL);
241
242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
244 INVOKE_OBJECT (RESET, tmp);
245}
246
247void
248maptile::post_load ()
249{
250#if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257#endif
258}
259
260//+GPL
261
346/* link_multipart_objects go through all the objects on the map looking 262/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 263 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 264 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 265 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 266 */
352void 267void
353maptile::link_multipart_objects () 268maptile::link_multipart_objects ()
354{ 269{
355 if (!spaces) 270 if (!spaces)
356 return; 271 return;
357 272
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 274 {
275 object *op = ms->bot;
276 while (op)
360 { 277 {
361 /* already multipart - don't do anything more */ 278 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 279 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 280 {
373 op = arch_to_object (at); 281 op->remove ();
282 op->expand_tail ();
374 283
375 /* update x,y coordinates */ 284 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 285 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 286 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 287 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
288
289 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
290 // so we have to reset the iteration through the mapspace
390 } 291 }
292 else
293 op = op->above;
391 } 294 }
392 } 295 }
393} 296}
297
298//-GPL
394 299
395/* 300/*
396 * Loads (ands parses) the objects into a given map from the specified 301 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 302 * file pointer.
398 */ 303 */
399bool 304bool
400maptile::_load_objects (object_thawer &f) 305maptile::_load_objects (object_thawer &f)
401{ 306{
402 for (;;) 307 for (;;)
403 { 308 {
404 coroapi::cede_every (1000); // cede once in a while 309 coroapi::cede_to_tick (); // cede once in a while
405 310
406 switch (f.kw) 311 switch (f.kw)
407 { 312 {
408 case KW_arch: 313 case KW_arch:
409 if (object *op = object::read (f, this)) 314 if (object *op = object::read (f, this))
410 { 315 {
316 // TODO: why?
411 if (op->inv) 317 if (op->inv)
412 sum_weight (op); 318 op->update_weight ();
413 319
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 320 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
321 {
322 // we insert manually because
323 // a) its way faster
324 // b) we remove manually, too, and there are good reasons for that
325 // c) it's correct
326 mapspace &ms = at (op->x, op->y);
327
328 op->flag [FLAG_REMOVED] = false;
329
330 op->above = 0;
331 op->below = ms.top;
332
333 *(ms.top ? &ms.top->above : &ms.bot) = op;
334
335 ms.top = op;
336 ms.flags_ = 0;
337 }
338 else
339 {
340 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
341 op->destroy ();
342 }
415 } 343 }
416 344
417 continue; 345 continue;
418 346
419 case KW_EOF: 347 case KW_EOF:
432} 360}
433 361
434void 362void
435maptile::activate () 363maptile::activate ()
436{ 364{
437 if (!spaces) 365 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 366 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 367 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 368 op->activate_recursive ();
443} 369}
444 370
445void 371void
446maptile::deactivate () 372maptile::deactivate ()
447{ 373{
448 if (!spaces) 374 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 375 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 376 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 377 op->deactivate_recursive ();
454} 378}
455 379
456bool 380bool
457maptile::_save_objects (object_freezer &f, int flags) 381maptile::_save_objects (object_freezer &f, int flags)
458{ 382{
459 coroapi::cede (); 383 coroapi::cede_to_tick ();
460 384
461 if (flags & IO_HEADER) 385 if (flags & IO_HEADER)
462 _save_header (f); 386 _save_header (f);
463 387
464 if (!spaces) 388 if (!spaces)
465 return false; 389 return false;
466 390
467 for (int i = 0; i < size (); ++i) 391 for (int i = 0; i < size (); ++i)
468 { 392 {
469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
472 if (cede_count >= 500)
473 {
474 cede_count = 0;
475 coroapi::cede ();
476 }
477#endif
478
479 int unique = 0; 393 bool unique = 0;
394
480 for (object *op = spaces [i].bot; op; op = op->above) 395 for (object *op = spaces [i].bot; op; op = op->above)
481 { 396 {
482#if 0
483 // count per-object, but cede only when modification-safe
484 cede_count++;
485#endif
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 397 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
488 unique = 1;
489 398
490 if (!op->can_map_save ()) 399 if (expect_false (!op->can_map_save ()))
491 continue; 400 continue;
492 401
493 if (unique || op->flag [FLAG_UNIQUE]) 402 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
494 { 403 {
495 if (flags & IO_UNIQUES) 404 if (flags & IO_UNIQUES)
496 op->write (f); 405 op->write (f);
497 } 406 }
498 else if (flags & IO_OBJECTS) 407 else if (expect_true (flags & IO_OBJECTS))
499 op->write (f); 408 op->write (f);
500 } 409 }
501 } 410 }
502 411
503 coroapi::cede (); 412 coroapi::cede_to_tick ();
504 413
505 return true; 414 return true;
506}
507
508bool
509maptile::_load_objects (const char *path, bool skip_header)
510{
511 object_thawer f (path);
512
513 if (!f)
514 return false;
515
516 f.next ();
517
518 if (skip_header)
519 for (;;)
520 {
521 keyword kw = f.kw;
522 f.skip ();
523 if (kw == KW_end)
524 break;
525 }
526
527 return _load_objects (f);
528} 415}
529 416
530bool 417bool
531maptile::_save_objects (const char *path, int flags) 418maptile::_save_objects (const char *path, int flags)
532{ 419{
546 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
547 */ 434 */
548 width = 16; 435 width = 16;
549 height = 16; 436 height = 16;
550 timeout = 300; 437 timeout = 300;
551 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
552 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
553} 440}
554 441
555maptile::maptile (int w, int h) 442maptile::maptile (int w, int h)
556{ 443{
577 if (spaces) 464 if (spaces)
578 return; 465 return;
579 466
580 spaces = salloc0<mapspace> (size ()); 467 spaces = salloc0<mapspace> (size ());
581} 468}
469
470//+GPL
582 471
583/* Takes a string from a map definition and outputs a pointer to the array of shopitems 472/* Takes a string from a map definition and outputs a pointer to the array of shopitems
584 * corresponding to that string. Memory is allocated for this, it must be freed 473 * corresponding to that string. Memory is allocated for this, it must be freed
585 * at a later date. 474 * at a later date.
586 * Called by parse_map_headers below. 475 * Called by parse_map_headers below.
663 return items; 552 return items;
664} 553}
665 554
666/* opposite of parse string, this puts the string that was originally fed in to 555/* opposite of parse string, this puts the string that was originally fed in to
667 * the map (or something equivilent) into output_string. */ 556 * the map (or something equivilent) into output_string. */
668static void 557static const char *
669print_shop_string (maptile *m, char *output_string) 558print_shop_string (maptile *m)
670{ 559{
671 int i; 560 static dynbuf_text buf; buf.clear ();
672 char tmp[MAX_BUF];
673 561
674 strcpy (output_string, "");
675 for (i = 0; i < m->shopitems[0].index; i++) 562 for (int i = 0; i < m->shopitems[0].index; i++)
676 { 563 {
677 if (m->shopitems[i].typenum) 564 if (m->shopitems[i].typenum)
678 { 565 {
679 if (m->shopitems[i].strength) 566 if (m->shopitems[i].strength)
680 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
681 else 568 else
682 sprintf (tmp, "%s;", m->shopitems[i].name); 569 buf.printf ("%s;", m->shopitems[i].name);
683 } 570 }
684 else 571 else
685 { 572 {
686 if (m->shopitems[i].strength) 573 if (m->shopitems[i].strength)
687 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 574 buf.printf ("*:%d;", m->shopitems[i].strength);
688 else 575 else
689 sprintf (tmp, "*"); 576 buf.printf ("*");
690 } 577 }
691
692 strcat (output_string, tmp);
693 } 578 }
579
580 return buf;
694} 581}
582
583//-GPL
695 584
696/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
697 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
698 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
699 * addition of tiling, fields beyond that easily named in an 588 * addition of tiling, fields beyond that easily named in an
707bool 596bool
708maptile::_load_header (object_thawer &thawer) 597maptile::_load_header (object_thawer &thawer)
709{ 598{
710 for (;;) 599 for (;;)
711 { 600 {
712 keyword kw = thawer.get_kv ();
713
714 switch (kw) 601 switch (thawer.kw)
715 { 602 {
716 case KW_msg: 603 case KW_msg:
717 thawer.get_ml (KW_endmsg, msg); 604 thawer.get_ml (KW_endmsg, msg);
718 break; 605 break;
719 606
742 case KW_shopgreed: thawer.get (shopgreed); break; 629 case KW_shopgreed: thawer.get (shopgreed); break;
743 case KW_shopmin: thawer.get (shopmin); break; 630 case KW_shopmin: thawer.get (shopmin); break;
744 case KW_shopmax: thawer.get (shopmax); break; 631 case KW_shopmax: thawer.get (shopmax); break;
745 case KW_shoprace: thawer.get (shoprace); break; 632 case KW_shoprace: thawer.get (shoprace); break;
746 case KW_outdoor: thawer.get (outdoor); break; 633 case KW_outdoor: thawer.get (outdoor); break;
747 case KW_temp: thawer.get (temp); break;
748 case KW_pressure: thawer.get (pressure); break;
749 case KW_humid: thawer.get (humid); break;
750 case KW_windspeed: thawer.get (windspeed); break;
751 case KW_winddir: thawer.get (winddir); break;
752 case KW_sky: thawer.get (sky); break;
753 634
754 case KW_per_player: thawer.get (per_player); break; 635 case KW_per_player: thawer.get (per_player); break;
755 case KW_per_party: thawer.get (per_party); break; 636 case KW_per_party: thawer.get (per_party); break;
637 case KW_no_reset: thawer.get (no_reset); break;
638 case KW_no_drop: thawer.get (no_drop); break;
756 639
757 case KW_region: default_region = region::find (thawer.get_str ()); break; 640 case KW_region: default_region = region::find (thawer.get_str ()); break;
758 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 641 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
759 642
760 // old names new names 643 // old names new names
771 case KW_tile_path_1: thawer.get (tile_path [0]); break; 654 case KW_tile_path_1: thawer.get (tile_path [0]); break;
772 case KW_tile_path_2: thawer.get (tile_path [1]); break; 655 case KW_tile_path_2: thawer.get (tile_path [1]); break;
773 case KW_tile_path_3: thawer.get (tile_path [2]); break; 656 case KW_tile_path_3: thawer.get (tile_path [2]); break;
774 case KW_tile_path_4: thawer.get (tile_path [3]); break; 657 case KW_tile_path_4: thawer.get (tile_path [3]); break;
775 658
659 case KW_ERROR:
660 set_key_text (thawer.kw_str, thawer.value);
661 break;
662
776 case KW_end: 663 case KW_end:
664 thawer.next ();
777 return true; 665 return true;
778 666
779 default: 667 default:
780 if (!thawer.parse_error ("map", 0)) 668 if (!thawer.parse_error ("map", 0))
781 return false; 669 return false;
782 break; 670 break;
783 } 671 }
672
673 thawer.next ();
784 } 674 }
785 675
786 abort (); 676 abort ();
787} 677}
788 678
789bool 679//+GPL
790maptile::_load_header (const char *path)
791{
792 object_thawer thawer (path);
793
794 if (!thawer)
795 return false;
796
797 return _load_header (thawer);
798}
799 680
800/****************************************************************************** 681/******************************************************************************
801 * This is the start of unique map handling code 682 * This is the start of unique map handling code
802 *****************************************************************************/ 683 *****************************************************************************/
803 684
813 object *above = op->above; 694 object *above = op->above;
814 695
815 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 696 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
816 unique = 1; 697 unique = 1;
817 698
818 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 699 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
819 {
820 op->destroy_inv (false);
821 op->destroy (); 700 op->destroy ();
822 }
823 701
824 op = above; 702 op = above;
825 } 703 }
826 } 704 }
827} 705}
828 706
707//-GPL
708
829bool 709bool
830maptile::_save_header (object_freezer &freezer) 710maptile::_save_header (object_freezer &freezer)
831{ 711{
832#define MAP_OUT(k) freezer.put (KW_ ## k, k) 712#define MAP_OUT(k) freezer.put (KW(k), k)
833#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
834 714
835 MAP_OUT2 (arch, "map"); 715 MAP_OUT2 (arch, CS(map));
836 716
837 if (name) MAP_OUT (name); 717 if (name) MAP_OUT (name);
838 MAP_OUT (swap_time); 718 MAP_OUT (swap_time);
839 MAP_OUT (reset_time); 719 MAP_OUT (reset_time);
840 MAP_OUT (reset_timeout); 720 MAP_OUT (reset_timeout);
841 MAP_OUT (fixed_resettime); 721 MAP_OUT (fixed_resettime);
722 MAP_OUT (no_reset);
723 MAP_OUT (no_drop);
842 MAP_OUT (difficulty); 724 MAP_OUT (difficulty);
843
844 if (default_region) MAP_OUT2 (region, default_region->name); 725 if (default_region) MAP_OUT2 (region, default_region->name);
845 726
846 if (shopitems) 727 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
847 {
848 char shop[MAX_BUF];
849 print_shop_string (this, shop);
850 MAP_OUT2 (shopitems, shop);
851 }
852
853 MAP_OUT (shopgreed); 728 MAP_OUT (shopgreed);
854 MAP_OUT (shopmin); 729 MAP_OUT (shopmin);
855 MAP_OUT (shopmax); 730 MAP_OUT (shopmax);
856 if (shoprace) MAP_OUT (shoprace); 731 if (shoprace) MAP_OUT (shoprace);
857 MAP_OUT (darkness); 732
858 MAP_OUT (width); 733 MAP_OUT (width);
859 MAP_OUT (height); 734 MAP_OUT (height);
860 MAP_OUT (enter_x); 735 MAP_OUT (enter_x);
861 MAP_OUT (enter_y); 736 MAP_OUT (enter_y);
862 737 MAP_OUT (darkness);
863 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
864 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
865
866 MAP_OUT (outdoor); 738 MAP_OUT (outdoor);
867 MAP_OUT (temp); 739
868 MAP_OUT (pressure); 740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
869 MAP_OUT (humid); 741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
870 MAP_OUT (windspeed);
871 MAP_OUT (winddir);
872 MAP_OUT (sky);
873 742
874 MAP_OUT (per_player); 743 MAP_OUT (per_player);
875 MAP_OUT (per_party); 744 MAP_OUT (per_party);
876 745
877 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
878 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
879 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
880 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
881 750
882 freezer.put (this); 751 freezer.put (this);
883 freezer.put (KW_end); 752 freezer.put (KW(end));
884 753
885 return true; 754 return true;
886} 755}
887 756
888bool 757bool
894 return false; 763 return false;
895 764
896 return freezer.save (path); 765 return freezer.save (path);
897} 766}
898 767
768//+GPL
769
899/* 770/*
900 * Remove and free all objects in the given map. 771 * Remove and free all objects in the given map.
901 */ 772 */
902void 773void
903maptile::clear () 774maptile::clear ()
904{ 775{
905 sfree (regions, size ()), regions = 0;
906 free (regionmap), regionmap = 0;
907
908 if (spaces) 776 if (spaces)
909 { 777 {
910 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 778 for (mapspace *ms = spaces + size (); ms-- > spaces; )
911 while (object *op = ms->bot) 779 while (object *op = ms->bot)
912 { 780 {
781 // manually remove, as to not trigger anything
782 if (ms->bot = op->above)
783 ms->bot->below = 0;
784
785 op->flag [FLAG_REMOVED] = true;
786
787 object *head = op->head_ ();
913 if (op->head) 788 if (op == head)
914 op = op->head;
915
916 op->destroy_inv (false);
917 op->destroy (); 789 op->destroy ();
790 else if (head->map != op->map)
791 {
792 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
793 head->destroy ();
794 }
918 } 795 }
919 796
920 sfree (spaces, size ()), spaces = 0; 797 sfree0 (spaces, size ());
921 } 798 }
922 799
923 if (buttons) 800 if (buttons)
924 free_objectlinkpt (buttons), buttons = 0; 801 free_objectlinkpt (buttons), buttons = 0;
802
803 sfree0 (regions, size ());
804 delete [] regionmap; regionmap = 0;
925} 805}
926 806
927void 807void
928maptile::clear_header () 808maptile::clear_header ()
929{ 809{
961 attachable::do_destroy (); 841 attachable::do_destroy ();
962 842
963 clear (); 843 clear ();
964} 844}
965 845
966/* 846/* decay and destroy perishable items in a map */
967 * Updates every button on the map (by calling update_button() for them). 847// TODO: should be done regularly, not on map load?
968 */
969void 848void
970maptile::update_buttons () 849maptile::do_decay_objects ()
971{ 850{
972 for (oblinkpt *obp = buttons; obp; obp = obp->next) 851 if (!spaces)
973 for (objectlink *ol = obp->link; ol; ol = ol->next) 852 return;
853
854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
855 for (object *above, *op = ms->bot; op; op = above)
974 { 856 {
975 if (!ol->ob) 857 above = op->above;
858
859 bool destroy = 0;
860
861 // do not decay anything above unique floor tiles (yet :)
862 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
863 break;
864
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
867 || QUERY_FLAG (op, FLAG_UNIQUE)
868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
869 || QUERY_FLAG (op, FLAG_UNPAID)
870 || op->is_alive ())
871 ; // do not decay
872 else if (op->is_weapon ())
976 { 873 {
977 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 874 op->stats.dam--;
978 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 875 if (op->stats.dam < 0)
979 continue; 876 destroy = 1;
980 } 877 }
981 878 else if (op->is_armor ())
982 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
983 { 879 {
984 update_button (ol->ob); 880 op->stats.ac--;
985 break; 881 if (op->stats.ac < 0)
882 destroy = 1;
986 } 883 }
884 else if (op->type == FOOD)
885 {
886 op->stats.food -= rndm (5, 20);
887 if (op->stats.food < 0)
888 destroy = 1;
889 }
890 else
891 {
892 int mat = op->materials;
893
894 if (mat & M_PAPER
895 || mat & M_LEATHER
896 || mat & M_WOOD
897 || mat & M_ORGANIC
898 || mat & M_CLOTH
899 || mat & M_LIQUID
900 || (mat & M_IRON && rndm (1, 5) == 1)
901 || (mat & M_GLASS && rndm (1, 2) == 1)
902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
904 //|| (mat & M_ICE && temp > 32)
905 )
906 destroy = 1;
907 }
908
909 /* adjust overall chance below */
910 if (destroy && rndm (0, 1))
911 op->destroy ();
987 } 912 }
988} 913}
989 914
990/* 915/*
991 * This routine is supposed to find out the difficulty of the map. 916 * This routine is supposed to find out the difficulty of the map.
992 * difficulty does not have a lot to do with character level, 917 * difficulty does not have a lot to do with character level,
993 * but does have a lot to do with treasure on the map. 918 * but does have a lot to do with treasure on the map.
994 * 919 *
995 * Difficulty can now be set by the map creature. If the value stored 920 * Difficulty can now be set by the map creator. If the value stored
996 * in the map is zero, then use this routine. Maps should really 921 * in the map is zero, then use this routine. Maps should really
997 * have a difficulty set than using this function - human calculation 922 * have a difficulty set rather than using this function - human calculation
998 * is much better than this functions guesswork. 923 * is much better than this function's guesswork.
999 */ 924 */
1000int 925int
1001maptile::estimate_difficulty () const 926maptile::estimate_difficulty () const
1002{ 927{
1003 long monster_cnt = 0; 928 long monster_cnt = 0;
1015 940
1016 if (QUERY_FLAG (op, FLAG_GENERATOR)) 941 if (QUERY_FLAG (op, FLAG_GENERATOR))
1017 { 942 {
1018 total_exp += op->stats.exp; 943 total_exp += op->stats.exp;
1019 944
1020 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 945 if (archetype *at = op->other_arch)
946 {
1021 total_exp += at->clone.stats.exp * 8; 947 total_exp += at->stats.exp * 8;
1022
1023 monster_cnt++; 948 monster_cnt++;
949 }
950
951 for (object *inv = op->inv; inv; inv = inv->below)
952 {
953 total_exp += op->stats.exp * 8;
954 monster_cnt++;
955 }
1024 } 956 }
1025 } 957 }
1026 958
1027 avgexp = (double) total_exp / monster_cnt; 959 avgexp = (double) total_exp / monster_cnt;
1028 960
1041 * postive values make it darker, negative make it brighter 973 * postive values make it darker, negative make it brighter
1042 */ 974 */
1043int 975int
1044maptile::change_map_light (int change) 976maptile::change_map_light (int change)
1045{ 977{
1046 int new_level = darkness + change;
1047
1048 /* Nothing to do */ 978 /* Nothing to do */
1049 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 979 if (!change)
1050 return 0; 980 return 0;
1051 981
1052 /* inform all players on the map */ 982 /* inform all players on the map */
1053 if (change > 0) 983 if (change > 0)
1054 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 984 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1055 else 985 else
1056 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 986 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1057 987
1058 /* Do extra checking. since darkness is a unsigned value, 988 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1059 * we need to be extra careful about negative values.
1060 * In general, the checks below are only needed if change
1061 * is not +/-1
1062 */
1063 if (new_level < 0)
1064 darkness = 0;
1065 else if (new_level >= MAX_DARKNESS)
1066 darkness = MAX_DARKNESS;
1067 else
1068 darkness = new_level;
1069 989
1070 /* All clients need to get re-updated for the change */ 990 /* All clients need to get re-updated for the change */
1071 update_all_map_los (this); 991 update_all_map_los (this);
992
1072 return 1; 993 return 1;
1073} 994}
1074 995
1075/* 996/*
1076 * This function updates various attributes about a specific space 997 * This function updates various attributes about a specific space
1079 * through, etc) 1000 * through, etc)
1080 */ 1001 */
1081void 1002void
1082mapspace::update_ () 1003mapspace::update_ ()
1083{ 1004{
1084 object *tmp, *last = 0; 1005 object *last = 0;
1085 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1006 uint8 flags = P_UPTODATE;
1007 sint8 light = 0;
1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 uint64_t volume = 0;
1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1087 1013
1088 //object *middle = 0; 1014 //object *middle = 0;
1089 //object *top = 0; 1015 //object *top = 0;
1090 //object *floor = 0; 1016 //object *floor = 0;
1091 // this seems to generate better code than using locals, above 1017 // this seems to generate better code than using locals, above
1092 object *&top = faces_obj[0] = 0; 1018 object *&top = faces_obj[0] = 0;
1093 object *&middle = faces_obj[1] = 0; 1019 object *&middle = faces_obj[1] = 0;
1094 object *&floor = faces_obj[2] = 0; 1020 object *&floor = faces_obj[2] = 0;
1095 1021
1022 object::flags_t allflags; // all flags of all objects or'ed together
1023
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1025 {
1098 /* This could be made additive I guess (two lights better than 1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1099 * one). But if so, it shouldn't be a simple additive - 2
1100 * light bulbs do not illuminate twice as far as once since
1101 * it is a dissapation factor that is cubed.
1102 */
1103 if (tmp->glow_radius > light)
1104 light = tmp->glow_radius; 1027 light += tmp->glow_radius;
1105 1028
1106 /* This call is needed in order to update objects the player 1029 /* This call is needed in order to update objects the player
1107 * is standing in that have animations (ie, grass, fire, etc). 1030 * is standing in that have animations (ie, grass, fire, etc).
1108 * However, it also causes the look window to be re-drawn 1031 * However, it also causes the look window to be re-drawn
1109 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1110 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1111 * 1034 *
1112 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1113 */ 1036 */
1114 if (!tmp->invisible) 1037 if (expect_true (!tmp->invisible))
1115 { 1038 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1117 top = tmp; 1040 top = tmp;
1118 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1119 { 1042 {
1120 /* If we got a floor, that means middle and top were below it, 1043 /* If we got a floor, that means middle and top were below it,
1121 * so should not be visible, so we clear them. 1044 * so should not be visible, so we clear them.
1122 */ 1045 */
1123 middle = 0; 1046 middle = 0;
1124 top = 0; 1047 top = 0;
1125 floor = tmp; 1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1126 } 1051 }
1127 /* Flag anywhere have high priority */ 1052 else
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1053 {
1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 {
1056 ++items;
1057 volume += tmp->volume ();
1058 }
1059
1060 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062 anywhere = tmp;
1063
1064 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the
1066 * top
1067 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 {
1070 middle_visibility = ::faces [tmp->face].visibility;
1130 middle = tmp; 1071 middle = tmp;
1131 anywhere = 1; 1072 }
1132 } 1073 }
1133 /* Find the highest visible face around. If equal
1134 * visibilities, we still want the one nearer to the
1135 * top
1136 */
1137 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1138 middle = tmp;
1139 }
1140
1141 if (tmp == tmp->above)
1142 {
1143 LOG (llevError, "Error in structure of map\n");
1144 exit (-1);
1145 } 1074 }
1146 1075
1147 move_slow |= tmp->move_slow; 1076 move_slow |= tmp->move_slow;
1148 move_block |= tmp->move_block; 1077 move_block |= tmp->move_block;
1149 move_on |= tmp->move_on; 1078 move_on |= tmp->move_on;
1150 move_off |= tmp->move_off; 1079 move_off |= tmp->move_off;
1151 move_allow |= tmp->move_allow; 1080 move_allow |= tmp->move_allow;
1152 1081
1153 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1082 allflags |= tmp->flag;
1154 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1083
1155 if (tmp->type == PLAYER) flags |= P_PLAYER; 1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1156 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1157 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1158 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1159 } 1086 }
1160 1087
1161 this->light = light; 1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1162 this->flags_ = flags; 1099 this->flags_ = flags;
1163 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1164 this->move_on = move_on; 1101 this->move_on = move_on;
1165 this->move_off = move_off; 1102 this->move_off = move_off;
1166 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1104 this->volume_ = (volume + 1023) / 1024;
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1167 1106
1168 /* At this point, we have a floor face (if there is a floor), 1107 /* At this point, we have a floor face (if there is a floor),
1169 * and the floor is set - we are not going to touch it at 1108 * and the floor is set - we are not going to touch it at
1170 * this point. 1109 * this point.
1171 * middle contains the highest visibility face. 1110 * middle contains the highest visibility face.
1186 * 1) top face is set, need middle to be set. 1125 * 1) top face is set, need middle to be set.
1187 * 2) middle is set, need to set top. 1126 * 2) middle is set, need to set top.
1188 * 3) neither middle or top is set - need to set both. 1127 * 3) neither middle or top is set - need to set both.
1189 */ 1128 */
1190 1129
1191 for (tmp = last; tmp; tmp = tmp->below) 1130 for (object *tmp = last; tmp; tmp = tmp->below)
1192 { 1131 {
1193 /* Once we get to a floor, stop, since we already have a floor object */ 1132 /* Once we get to a floor, stop, since we already have a floor object */
1194 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1133 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1195 break; 1134 break;
1196 1135
1237 faces_obj [1] = middle; 1176 faces_obj [1] = middle;
1238 faces_obj [2] = floor; 1177 faces_obj [2] = floor;
1239#endif 1178#endif
1240} 1179}
1241 1180
1242uint64 1181maptile *
1243mapspace::volume () const 1182maptile::tile_available (int dir, bool load)
1244{ 1183{
1245 uint64 vol = 0; 1184 if (tile_path[dir])
1246
1247 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1248 vol += op->volume ();
1249
1250 return vol;
1251}
1252
1253/* this updates the orig_map->tile_map[tile_num] value after finding
1254 * the map. It also takes care of linking back the freshly found
1255 * maps tile_map values if it tiles back to this one. It returns
1256 * the value of orig_map->tile_map[tile_num].
1257 */
1258static inline maptile *
1259find_and_link (maptile *orig_map, int tile_num)
1260{
1261 maptile *mp = orig_map->tile_map [tile_num];
1262
1263 if (!mp)
1264 {
1265 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1266
1267 if (!mp)
1268 {
1269 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1270 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1271 &orig_map->tile_path[tile_num], &orig_map->path);
1272 mp = new maptile (1, 1);
1273 mp->alloc ();
1274 mp->in_memory = MAP_IN_MEMORY;
1275 }
1276 } 1185 {
1186 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1187 return tile_map[dir];
1277 1188
1278 int dest_tile = (tile_num + 2) % 4; 1189 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1190 return tile_map[dir];
1191 }
1279 1192
1280 orig_map->tile_map [tile_num] = mp;
1281
1282 // optimisation: back-link map to origin map if euclidean
1283 //TODO: non-euclidean maps MUST GO
1284 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1285 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1286
1287 return mp; 1193 return 0;
1288}
1289
1290static inline void
1291load_and_link (maptile *orig_map, int tile_num)
1292{
1293 find_and_link (orig_map, tile_num)->load_sync ();
1294} 1194}
1295 1195
1296/* this returns TRUE if the coordinates (x,y) are out of 1196/* this returns TRUE if the coordinates (x,y) are out of
1297 * map m. This function also takes into account any 1197 * map m. This function also takes into account any
1298 * tiling considerations, loading adjacant maps as needed. 1198 * tiling considerations, loading adjacant maps as needed.
1311 if (!m) 1211 if (!m)
1312 return 0; 1212 return 0;
1313 1213
1314 if (x < 0) 1214 if (x < 0)
1315 { 1215 {
1316 if (!m->tile_path[3]) 1216 if (!m->tile_available (3))
1317 return 1; 1217 return 1;
1318 1218
1319 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1320 find_and_link (m, 3);
1321
1322 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1219 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1323 } 1220 }
1324 1221
1325 if (x >= m->width) 1222 if (x >= m->width)
1326 { 1223 {
1327 if (!m->tile_path[1]) 1224 if (!m->tile_available (1))
1328 return 1; 1225 return 1;
1329 1226
1330 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1331 find_and_link (m, 1);
1332
1333 return out_of_map (m->tile_map[1], x - m->width, y); 1227 return out_of_map (m->tile_map[1], x - m->width, y);
1334 } 1228 }
1335 1229
1336 if (y < 0) 1230 if (y < 0)
1337 { 1231 {
1338 if (!m->tile_path[0]) 1232 if (!m->tile_available (0))
1339 return 1; 1233 return 1;
1340 1234
1341 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1342 find_and_link (m, 0);
1343
1344 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1235 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1345 } 1236 }
1346 1237
1347 if (y >= m->height) 1238 if (y >= m->height)
1348 { 1239 {
1349 if (!m->tile_path[2]) 1240 if (!m->tile_available (2))
1350 return 1; 1241 return 1;
1351
1352 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1353 find_and_link (m, 2);
1354 1242
1355 return out_of_map (m->tile_map[2], x, y - m->height); 1243 return out_of_map (m->tile_map[2], x, y - m->height);
1356 } 1244 }
1357 1245
1358 /* Simple case - coordinates are within this local 1246 /* Simple case - coordinates are within this local
1372maptile * 1260maptile *
1373maptile::xy_find (sint16 &x, sint16 &y) 1261maptile::xy_find (sint16 &x, sint16 &y)
1374{ 1262{
1375 if (x < 0) 1263 if (x < 0)
1376 { 1264 {
1377 if (!tile_path[3]) 1265 if (!tile_available (3))
1378 return 0; 1266 return 0;
1379 1267
1380 find_and_link (this, 3);
1381 x += tile_map[3]->width; 1268 x += tile_map[3]->width;
1382 return tile_map[3]->xy_find (x, y); 1269 return tile_map[3]->xy_find (x, y);
1383 } 1270 }
1384 1271
1385 if (x >= width) 1272 if (x >= width)
1386 { 1273 {
1387 if (!tile_path[1]) 1274 if (!tile_available (1))
1388 return 0; 1275 return 0;
1389 1276
1390 find_and_link (this, 1);
1391 x -= width; 1277 x -= width;
1392 return tile_map[1]->xy_find (x, y); 1278 return tile_map[1]->xy_find (x, y);
1393 } 1279 }
1394 1280
1395 if (y < 0) 1281 if (y < 0)
1396 { 1282 {
1397 if (!tile_path[0]) 1283 if (!tile_available (0))
1398 return 0; 1284 return 0;
1399 1285
1400 find_and_link (this, 0);
1401 y += tile_map[0]->height; 1286 y += tile_map[0]->height;
1402 return tile_map[0]->xy_find (x, y); 1287 return tile_map[0]->xy_find (x, y);
1403 } 1288 }
1404 1289
1405 if (y >= height) 1290 if (y >= height)
1406 { 1291 {
1407 if (!tile_path[2]) 1292 if (!tile_available (2))
1408 return 0; 1293 return 0;
1409 1294
1410 find_and_link (this, 2);
1411 y -= height; 1295 y -= height;
1412 return tile_map[2]->xy_find (x, y); 1296 return tile_map[2]->xy_find (x, y);
1413 } 1297 }
1414 1298
1415 /* Simple case - coordinates are within this local 1299 /* Simple case - coordinates are within this local
1426adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1310adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1427{ 1311{
1428 if (!map1 || !map2) 1312 if (!map1 || !map2)
1429 return 0; 1313 return 0;
1430 1314
1431 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1315 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1432 //fix: compare paths instead (this is likely faster, too!) 1316 //fix: compare paths instead (this is likely faster, too!)
1433 if (map1 == map2) 1317 if (map1 == map2)
1434 { 1318 {
1435 *dx = 0; 1319 *dx = 0;
1436 *dy = 0; 1320 *dy = 0;
1618 else 1502 else
1619 { 1503 {
1620 retval->distance_x += op2->x - x; 1504 retval->distance_x += op2->x - x;
1621 retval->distance_y += op2->y - y; 1505 retval->distance_y += op2->y - y;
1622 1506
1623 retval->part = NULL; 1507 retval->part = 0;
1624 retval->distance = idistance (retval->distance_x, retval->distance_y); 1508 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1509 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1626 } 1510 }
1627} 1511}
1628 1512
1629/* Returns true of op1 and op2 are effectively on the same map 1513/* Returns true of op1 and op2 are effectively on the same map
1640 int dx, dy; 1524 int dx, dy;
1641 1525
1642 return adjacent_map (op1->map, op2->map, &dx, &dy); 1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
1643} 1527}
1644 1528
1529//-GPL
1530
1645object * 1531object *
1646maptile::insert (object *op, int x, int y, object *originator, int flags) 1532maptile::insert (object *op, int x, int y, object *originator, int flags)
1647{ 1533{
1648 if (!op->flag [FLAG_REMOVED])
1649 op->remove ();
1650
1651 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1534 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1652} 1535}
1653 1536
1654region * 1537region *
1655maptile::region (int x, int y) const 1538maptile::region (int x, int y) const
1664 return default_region; 1547 return default_region;
1665 1548
1666 return ::region::default_region (); 1549 return ::region::default_region ();
1667} 1550}
1668 1551
1552//+GPL
1553
1669/* picks a random object from a style map. 1554/* picks a random object from a style map.
1670 * Redone by MSW so it should be faster and not use static
1671 * variables to generate tables.
1672 */ 1555 */
1673object * 1556object *
1674maptile::pick_random_object () const 1557maptile::pick_random_object (rand_gen &gen) const
1675{ 1558{
1676 /* while returning a null object will result in a crash, that 1559 /* while returning a null object will result in a crash, that
1677 * is actually preferable to an infinite loop. That is because 1560 * is actually preferable to an infinite loop. That is because
1678 * most servers will automatically restart in case of crash. 1561 * most servers will automatically restart in case of crash.
1679 * Change the logic on getting the random space - shouldn't make 1562 * Change the logic on getting the random space - shouldn't make
1680 * any difference, but this seems clearer to me. 1563 * any difference, but this seems clearer to me.
1681 */ 1564 */
1682 for (int i = 1000; --i;) 1565 for (int i = 1000; --i;)
1683 { 1566 {
1684 object *pick = at (rndm (width), rndm (height)).bot; 1567 object *pick = at (gen (width), gen (height)).bot;
1685 1568
1686 // do not prefer big monsters just because they are big. 1569 // do not prefer big monsters just because they are big.
1687 if (pick && pick->head_ () == pick) 1570 if (pick && pick->is_head ())
1688 return pick->head_ (); 1571 return pick->head_ ();
1689 } 1572 }
1690 1573
1691 // instead of crashing in the unlikely(?) case, try to return *something* 1574 // instead of crashing in the unlikely(?) case, try to return *something*
1692 return get_archetype ("blocked"); 1575 return archetype::find (shstr_bug);
1693} 1576}
1694 1577
1578//-GPL
1579
1580void
1581maptile::play_sound (faceidx sound, int x, int y) const
1582{
1583 if (!sound)
1584 return;
1585
1586 for_all_players_on_map (pl, this)
1587 if (client *ns = pl->ns)
1588 {
1589 int dx = x - pl->ob->x;
1590 int dy = y - pl->ob->y;
1591
1592 int distance = idistance (dx, dy);
1593
1594 if (distance <= MAX_SOUND_DISTANCE)
1595 ns->play_sound (sound, dx, dy);
1596 }
1597}
1598
1599void
1600maptile::say_msg (const char *msg, int x, int y) const
1601{
1602 for_all_players (pl)
1603 if (client *ns = pl->ns)
1604 {
1605 int dx = x - pl->ob->x;
1606 int dy = y - pl->ob->y;
1607
1608 int distance = idistance (dx, dy);
1609
1610 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1612 }
1613}
1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1680{
1681 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691}
1692

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